Virtual Camera Control with Locking for MOBA Skill Targeting
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Solution Overview
Problem
In depression-angle large scroll map-type games like MOBA, players face difficulty in effectively using skills due to the virtual camera's fixed position, limiting their ability to utilize skill advantages as the camera does not follow the character's movement, especially when skills are released at varying distances, leading to visual discomfort and operational challenges.
Innovation Solution
A method and apparatus for controlling a virtual camera that associates the camera's position with the character's location, allowing touch-based shifting and locking of the camera view, enabling players to adjust the visual field and maintain a locked view until the character's movement resumes, simplifying skill usage and reducing operational complexity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the virtual camera is fixed to follow the character position, then the character remains centered on screen, but the player cannot observe distant skill targets and the camera lacks tactical flexibility
Solution Approach 1:
The camera system transitions from a static fixed-follow mode to a dynamic system with multiple states. The camera can switch between automatic following mode and manual locked mode, allowing it to adapt its behavior based on player needs. This dynamic switching resolves the contradiction by providing both automatic character centering and manual view flexibility.
Solution Approach 2:
The camera's positional parameters are made adjustable through player interaction. By allowing players to drag and lock the camera to specific positions, the system changes the camera's spatial parameters from fixed to variable, enabling both character following and tactical observation of distant skill targets.
2Ease of operation
If the camera is allowed to move freely with character position changes, then the character stays centered, but frequent screen dragging causes misoperations and visual discomfort
Solution Approach 1:
The system performs preliminary positioning by allowing players to pre-set camera positions before skill execution. Players can drag and lock the camera to optimal viewing positions in advance, eliminating the need for frequent adjustments during gameplay and reducing misoperations.
Solution Approach 2:
The camera lock mechanism provides visual feedback by maintaining a stable view that players can confirm is correctly positioned. This feedback loop allows players to verify camera positioning and avoid misoperations by ensuring the desired area is properly framed before executing skills.
3Productivity
If the camera follows the character automatically, then the view updates continuously, but the player cannot maintain a locked view on distant targets for skill targeting
Solution Approach 1:
The camera system dynamically switches between automatic following (high update speed) and manual locking (fixed position) modes. This allows the system to provide both rapid view updates for general gameplay and stable locked views for precise skill targeting, resolving the contradiction between update speed and targeting precision.
Data Source
AI summary
A method and apparatus for controlling a virtual camera in a game are disclosed. In the present application, a virtual camera is controlled to shift in response to a first touch operation for a visual field control region, and the virtual camera is controlled to enter a locked state according to a locking operation, thereby locking a game scene captured by the shifted virtual camera as a game scene rendered on a graphical user interface until restoring to control the movement of the virtual camera according to the position change of a virtual character when the locked state is unlocked.


